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EverQuest II Boasts 300% Increase In New Subscriptions

In December of last year, EverQuest II went free-to-play, and according to publisher Sony Online Entertainment, the move has paid off.

The company says that new subscriptions have jumped almost 300 percent since the switch, and daily logins have also increased by 40 percent.

While SOE didn't give any benchmark numbers to put the changes in perspective, moving to free-to-play has paid off for other titles such as SOE's own DC Universe Online. And lest you think that people are just playing because it's free, SOE also notes that in-game item sales have soared 200 percent.

Email the author Matthew Kato, or follow on Twitter, and Game Informer.

Comments
  • Well as long as they don't make buying additional items too much of a hassle I say good for them.

  • I wish I could see some comparison numbers as to how profitable the F2P model is compared is the subscription model. I personally play LoL and occaisonally will buy a skin, but I would like to know how they offset their labor costs as well as the cost of keeping the servers going. $5 every now and then does not seem like much.
  • (Rant disclaimer) I don't mind that MMO developers (or the publishers I suppose) are getting hip to the fact that their income is likely to increase by ditching the subscription deal... what I do mind is that the F2P structure is becoming something other genres are mulling over now too. I was stoked when I heard there was going to be a new Tribes title, but when a competitive shooter - games inherently centered around a level playing-field (that is, everyone is given the same tools; there is no "epic loot") - adopts this micro-transaction based nonsense... it's just that, nonsense.

    Whenever the topic of supposed corporate greed comes into a discussion, usually related to DLC or online passes and such, I can't help but laugh as I analyze the idea of a "free-to-play" model. "Welcome to our game, enjoy yourself for free! Keep in mind when you enter this competitive environment that you as a no-money-invested player stand absolutely no chance against anyone who has purchased game-changing items! So remember, to win, you gotta spend!" The absolute epitome of soulless money-grubbing design, from where I'm standing anyway.
  • Good for them. I have yet to try EverQuest II, seems cool though so I might check it out...once I get out of this gaming rut.

  • I've been wanting to download it ever since I saw it go onto Steam, but haven't done so due to low hard drive space. Also, because of SWTOR.
  • Ah, F2P. Of course it's a good thing. You're giving someone crack for free. They'll shell out for extra.
  • I was wondering why free-to-play would be a good financial choice, but it makes sense that by making the entry free, users will be more likely to hand out the cash for extras.

  • so when do they make everquest free to play

  • i think all mmos should have some type of f2p thing i mean just look it that makes it a fact that you can be successful still
  • Interesting how free to play is blowing up like this. It's starting to look like free to play games could phase out subscription business models entirely.

    I am cool with it as long as it does not become pay-to-win or totally boring unless you buy something. Granted if I played F2P i would still spend some money, it just needs to have good merit behind it.

    The beauty of it is, if you do not like the game, you don't need to spend a dime.
  • I have never played an MMO because I've never been able to afford the monthly costs. So I may have to check this out now.

  • I have such little faith in MMOs anymore...

  • I might have to give it a try

  • MMOs should really start going free to play.
  • I thinks its better to go free to play like I much rather that then have to pay a subscription fee that then is a ball ache to leave sometimes-especially if I aint playing that often the games.
  • Micro-transactions ruin a game, look at almost any free-to-play formula.

    "Free to play, pay to win"

    If gaming communities can establish balanced micro-transactions, then it is fine with me. A good example is pre-release bonuses someone gets when pre-ordering a game. Battlefield 3 game me access to the LMG (acts just like the M249 mostly), the DAO-12 (later unlocked), and some sniper rifle that I've never used.

    I understand that this is not the same thing, but if you read into my logic for a minute, you can grasp the ideal for a fleeting moment.

  • Note, the following is in my own opinion: Alot of people talk about how subscription deals are outdated and that f2p is the best thing ever. I played wow for years and have recently moved onto The Old Republic and I love subscriptions compared to f2p. With Subscription content is guaranteed and filters out alot of little kids and such. Also as long as the developer has a large built in audience Subscription model makes way more money. I used to be a console gamer for a long time, grew up with Snes, then PS1 and Ps2. I even own all three current gen consoles so I know to most gamers who don't play alot of PC games that the thought of a subscription to a single game is insane, but with the amount of gameplay that you get out of it, it makes sense. Systems are always being updated, new dungeons and gear are constantly being created and the community can be great. Really F2P is a good gate way into MMO space, but i highly suggest tryinig a subscription game and doing endgame for a while. Get into a guild, you won't regret it.
  • I'm really not on this trend of going free to play because in the end it turns out to be pay to win.

  • For what the first week?  What are the numbers now?

  • I love the "free to play" idea.  Mainly because it is entertaining to see so many people fall for it.  Everyone is so up in arms over a monthly fee that equates to one movie at a theater and a small popcorn.  

    "DC Universe Online revenue up 700% after free-to-play switch"

    Do you REALLY think that companies are moving to this structure because they WANT to make LESS revenue?

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